1.23 Released!

Xyth

History Rewritten
Joined
Jul 14, 2004
Messages
4,106
Location
Aotearoa
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Changes in 1.23.1


Civil War
• Fixed crash when seceding civs capture siege units

Tenets
• Humanism: fixed bug making it unselectable

Art
• Numerous improvements to cultural city art

Units
• Gunship: can now flank Mobile SAMs
• Mobile SAM: redesigned, no longer an upgrade to the SAM Infantry

Promotions
• Nomad: can now be chosen by Melee units

Buildings
• Museum: +50% culture bonus was missing

Interface
• BUG Settings screen tidied up, many superfluous options removed or made standard
• New 'Auto Avoid Growth' and 'Auto Resume Growth' settings added
• 'Break Endless AI Turn' keybinding fixed
• Strategy Overlay: fixed broken keybindings
• World Builder: updated to PlatyBuilder 4.13b

Misc
• Further tweaks to OOS Logging
• Numerous updates and additions to the Civilopedia
• Various other tweaks and fixes​



Changes in 1.23


Civilizations
• New Civilizations: Burma, Java, Malay, Mississippi
• Angkor: new unit art for Ancient, Classical and Medieval eras
• Dravida: Aaivu (UU) now has +25 vs Archery units instead of first strikes
• France: Restaurant (UB) now requires Civil Liberties
• Indonesia: replaced by Javan and Malay civilizations, new unit art for both
• Maya: fixed Blowgunner (UU) messages
• Polynesia: improved city list

Leaders
• Added Leaders (New Civs): Anawrahta, Bayinnaung, Shin Sawbu, Tun Perak, Tuskaloosa, Uwahci'l
• Added Leaders (Old Civs): Barghash, Jasaw, Krishnadevaraya, Tu'itatui
• Boudica: now Aggressive and Spiritual
• Cunhambebe: now Expansive and Martial
• Dharmasetu: now a Malay leader
• Gajah Mada: now a Javan leader
• Hattusili: new art
• Hongwu: now Judicial and Political
• Joshua: new art
• Songtsen: new art
• Suharto: now a Javan leader
• Te Rauparaha: redesignated as Rahiri
• Numerous changes to favourite civics
• Numerous adjustments to leader personalities
• Fixed missing 'offer refused' texts

Traits
• Judicial: now gives +1 happiness from Courthouse instead of Jail

Civics
• New Government civic: Chiefdom
• New Law civics: Restitution, Retribution, Liberty
• New Labour civics: Subsistence, Professionalism
• New Economic civic: Regulated Trade
• New Society civics: Tribalism, Caste System, Estate System, Citizenship, Nationalism, Multiculturalism
• Removed Civics: Codification, Despotism, Jurisdiction, Proclamation
• Environmentalism: renamed Sustainability
• Equal Rights: renamed Equality
• Most civics redesigned and rebalanced

Tenets
• Altruism: no longer reduces building costs if you have no state religion
• Discipline: no longer grants experience to units with no promotions
• Duty: no longer reduces building costs if you have no state religion, now unlocked at Patronage
• Ethicism: fixed a bug causing longer than expected Golden Ages
• Hedonism: no longer reduces building costs if you have no state religion
• Humanism: no longer reduces building costs if you have no state religion
• Humanism: fixed issue preventing Great Person generation
• Idolatry: fixed golden age length reduction
• Polytheism: no longer reduces building costs if you have no state religion
• Preservation: fixed faith from wonders calculation

Religion
• Missionaries: limit raised on larger maps
• Inquisitors: limit raised on larger maps

Technology
• Renaissance Era: reworked (new Techs: Heritage, Insurance, Jurisprudence)
• Industrial Era: reworked (new Techs: Healthcare, Representation, Telephone)
• Modern Era: redesigned as the Global Era (new Techs: Infrastructure, Marketing, Nuclear Power, Surveillance, Tourism)
• Future Era: redesigned as the Digital Era (new Techs: Renewable Energy, Quantum Gravity, Supermaterials)
• Removed Techs: Atomic Physics, Automobile, Composites, Cybernetics, Railroad, Sociology, Stealth, Superconductors
• Bionics: redefined as Biotechnology
• Nationalism: redefined as Nationhood
• Space Flight: renamed Space Exploration
• Welfare: renamed Charity
• Numerous adjustments to Great People tech preferences

Buildings
• Bomb Shelters: cost increased to 250
• Broadcast Tower: cost increased to 280
• Bunker: cost increased to 260
• Hotel: cost increased to 280
• Park: cost reduced to 250
• Public Transport: cost increased to 320
• Numerous changes to tech requirements

National Wonders
• National Park: cost increased to 800
• Red Cross: cost increased to 800
• Numerous changes to tech requirements

World Wonders
• Colosseum: fixed issue where UUs would not receive free xp or promotions
• Shwedagon Paya: fixed error during AI Reformation
• Versailles: cost increased to 1000
• Numerous changes to tech requirements

Units
• New Units: Biplane, Drone
• Air Units rebalanced
• Attack Sub: redesigned as Nuclear Submarine
• Cannon: now requires Copper or Iron
• Submarine: redesigned, now unlocks at Plastics
• Tactical Nuke: renamed Nuclear Missile
• Tiger: should no longer spawn on Ice
• Transport: new art
• Numerous changes to tech requirements and training costs

Great People
• Fixed art link for Egyptian Great Scientist

Corporations
• Executives: limit raised on larger maps
• Many internal optimizations and fixes

Terrain
• Mountains: can now be worked by cities (2 production)
• Tribal Islands: will no longer spawn Barbarian Caravels

Natural Wonders
• Barringer Crater: fixed missing production and commerce
• Pamukkale: yield changed to 0/0/3
• Uluru: yield changed to 2/0/1
• Yellowstone: yield changed to 0/1/2

Resources
• Gas: now revealed with Pneumatics
• Oil: now revealed with Refining

Improvements
• Ignoring irrigation now unlocks at Genetics

Maps
• Earth (Huge): most Natural Wonders added
• Several tweaks to start positions
• Fixed issue where start positions could be wrong after exiting to menu

Balance
• Anarchy length reduced
• Cities now require slightly more food to grow to the next size
• Climate Change scales better by era, land turning to water disabled (for now)
• Culture slider also causes culture to spread via trade routes
• Less 'free' culture applied to city territory per turn
• Several adjustments to dissent balancing and scaling

Interface
• City Automation: Avoid Growth now switches on automatically when unhappy/unhealthy
• City Screen: Ethnicity (ex. Nationality) bar now sorted by highest culture
• Civilopedia: further tweaks and refinements
• Domestic Advisor: fixed turns calculation on Specialization page
• Tech Advisor: fixed error when looking up Corporations in the pedia
• World Builder: updated to PlatyBuilder 4.11

Misc
• Nationality renamed Ethnicity (more appropriate term for mechanic)
• Build Wealth: now unlocks at Property (33%), Finance (50%), Marketing (100%)
• Build Research: now unlocks at Philosophy (33%), Scientific Method (50%), Computers (100%)
• Build Culture: now unlocks at Artisanry (33%), Printing (50%), Mass Media (100%)
• Build Espionage: now unlocks at Politics (33%), Nationhood (50%), Surveillance (100%)
• Water size requirement to construct coastal buildings increased to 12 (from 10)
• Water size requirement to train naval units reduced to 12 (from 20)
• Numerous updates to concept articles in the Civilopedia (work in progress)
• Improved OOS logging
• Numerous other tweaks and fixes​
 
Thanks! Downloading now. Does it contain those improved files for hunting bugs in multi? With keystrokes to produce logs?
 
Thanks! Downloading now. Does it contain those improved files for hunting bugs in multi? With keystrokes to produce logs?

Yes to both. Just be sure to check that the log wasn't created already before trying Ctrl K, or you might overwrite useful information. Thanks again for your persistence in helping solve this OOS.
 
Great news! The only changes from the 2nd beta are bug fixes, right? What are the plans for 1.24?
EDIT: I've just seen that Barghash is a new leader for Swahili. Last minute addition? What's his capital? Stone Town?
 
Great news! The only changes from the 2nd beta are bug fixes, right?

Other than Barghash, lots of bug fixes and balancing.

What are the plans for 1.24?

Main plan for 1.24 is to have it released before the end of the year! Last few releases have all been huge and taken 6 months or more. I want to get that under control and have 3 slightly smaller releases per year.

As for content, I want to explore what I can do with climate and maybe have another go at implementing organised crime. A review of city and building art is long overdue so I might tackle that first. Maybe another civ, if time, resources, and inspiration allow.

EDIT: I've just seen that Barghash is a new leader for Swahili. Last minute addition? What's his capital? Stone Town?

Last minute addition, yes. Liked the art too much to leave till later. His capital is Zanzibar. For some civs I prefer to use island names for cities rather than names of towns.
 
It looks like all these changes weren't included:
1) My suggestion for new and redesigned leaders' capitals' locations on the Earth (Huge) map:
Anawrahta - No changes
Bayinnaung - 1S
Shin Sawbu - 1S
Tun Perak - 1S1E
Tuskaloosa - No changes
Uwahci'l - No changes
Jasaw - 1S1E
Krishnadevaraya - 3N
Tu'itatui - No changes
Rahiri - No changes
2) I've noticed that I got wrong one capital location before, so:
Salamasina - 2N4E
Abu'l Mawahib got somehow moved. He should be 1W.
What concerns Barghash... I think it would be best to create a one-tile island (Zanzibar) and place him there.
 
Its same, I have chosen tenets to boost hammers in temple and other to produce temple in city after missionary spreads faith, it works and temple is built, few turn after that we have OOS. Exactly same story like we had in beta. Good luck hunting this bug :)
 

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It looks like all these changes weren't included:

Hmm, thought I did make most of those adjustments. Guess not. Will take another look.

Abu'l Mawahib got somehow moved. He should be 1W.

Kilwa is an island, like Zanzibar, but smaller. Makes no sense to have him inland.

What concerns Barghash... I think it would be best to create a one-tile island (Zanzibar) and place him there.

I did that on the Africa map, where there was room. To add an island to any of the Earth Maps would require adjusting the coast as well or it will just look like a weird peninsula.

Its same, I have chosen tenets to boost hammers in temple and other to produce temple in city after missionary spreads faith, it works and temple is built, few turn after that we have OOS. Exactly same story like we had in beta. Good luck hunting this bug :)

Awesome, thanks for this. The problem seems to be in Sparta, where something has increased the city's food per turn by 2 but reduced production per turn by 1, and that change hasn't registered on the other computer. Can you post a saved game?

If not, can you think of anything that happened that turn or the previous ones that could have this result? In particular, when did Sparta get its solitary specialist, and what was the last thing the city built?
 
Here you go :) can provide older if needed too.
She built settler if i remember correctly but after loading save and changing for archer we still get OOS :(

EDIT : and new one :( Infinite wait time on end turn (turn 340) provided single player save
 

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Here you go :) can provide older if needed too.
She built settler if i remember correctly but after loading save and changing for archer we still get OOS :(

Turns out the difference in yield the logs were showing were simply because the settler was appearing as completed on one computer but not the other. A result of being out of sync, not the reason for going out of sync in the first place. The random number seeds are still different though but I don't know why. This is why not having that second MPLog.txt is frustrating.

I borrowed another computer and have been testing your saved game repeatedly. No matter what I do, I cannot recreate the OOS error within 20 turns. This might be because you're playing with 'New Random Seed on Reload' set. With this setting, loading the game changes the outcome, meaning whatever caused the OOS is probably not getting triggered. Though it's strange that you got an OOS first go after reloading while I haven't been able to get any after over 20 reloads.

I'm afraid I'm going to need a different set of logs and saved game from you, this time without 'New Random Seed on Reload' set. When the OOS occurs, first copy the logs to somewhere else so they don't get overridden, then exit and reload a few times, doing nothing different. See if it reoccurs consistently.

EDIT : and new one :( Infinite wait time on end turn (turn 340) provided single player save

Workaround for that one is detailed in the troubleshooting thread:

• Game is "Waiting for Other Civilizations" permanently, control is never passed back to the player
There is a nasty bug that can cause a unit to get stuck in an endless cycle of joining/leaving a unit group. This can happen to any type of unit but it seems to be more common with Naval units, especially those with hidden nationality, or those with cargo passing through other units with cargo. This bug is present in unmodded BTS and unfortunately it cannot be completely eliminated. However, I've implemented a method to force a stuck AI player to stop moving its units: Press 'Ctrl-C' to trigger this (can be 'CMD-C' on OS X, depending on your settings).​
 
I do allways copy logs to usb key on gf computer and then on mine and upload here from it. Ok we`ll try next game then without New random seed on reload.
Ctrl + C doesnt unstuck that singleplayer game, in desperation tried with shift, alt and other combinations :(
 
I was just playing a game and noticed two changes, and weren't sure if they were bugs or that I don't understand the mechanics yet.
Firstly, my capital has gained enough food to grow but is permanently stuck on the "0 turns until growth" bar, and no matter how many turns I go through it does not grow at all.
Secondly, I seem to be gaining research in techs that I haven't personally researched. It seems that while I research a certain tech a small amount of research is also put into some others? This has come to the point where I can completely research something like copper working quite early on because somehow research points have already been put into that tech?
Is this working as designed?
Thanks
 
I do allways copy logs to usb key on gf computer and then on mine and upload here from it. Ok we`ll try next game then without New random seed on reload.
Ctrl + C doesnt unstuck that singleplayer game, in desperation tried with shift, alt and other combinations :(

Ah, looks like when I added Ctrl-K for OOS Logging, I broke Ctrl-C for escaping endless AI turns (and the Strategy Overlay keys). Whoops. That particular game seems incredibly stuck though, I can't force out of it at all.

I was just playing a game and noticed two changes, and weren't sure if they were bugs or that I don't understand the mechanics yet.
Firstly, my capital has gained enough food to grow but is permanently stuck on the "0 turns until growth" bar, and no matter how many turns I go through it does not grow at all.

In 1.23 Avoid Growth gets switched on automatically if your city is about to become unhappy or unhealthy. You need to go to each city's screen and disable it in the control panel. A quick way to view which cities have it enables/disabled is the Automation column on the Economy tab of the Domestic Advisor (F1).

I intended for this behaviour to be optional but never got it finished before I needed to release 1.23. It'll be fixed along with a number of other issues in 1.23.1, which I expect to release sometime in the next week or two.

Secondly, I seem to be gaining research in techs that I haven't personally researched. It seems that while I research a certain tech a small amount of research is also put into some others? This has come to the point where I can completely research something like copper working quite early on because somehow research points have already been put into that tech?
Is this working as designed?

There's an effect called Tech Diffusion where the more civilizations that know a technology, the cheaper it becomes for those in contact with them that don't know it yet.
 
Congrats on the release!
One quick question: pollution in the capital city seems too much. Still in the ancient era, and got 7 pollution in a size 6 city. For a total of 15 unhealth (6 from population, 2 from buildings and extra 7 from pollution). Unhealth alone more or less breaks my dissent level, I'm facing an unavoidable civil war originating from my capital. Is pollution working as intended, and the reason it went up that far was a mistake in my play?
Actually I'm not entirely sure how early-game pollution is generated in your cities. Didn't find anything regarding that in the civilopedia under health. Can someone point me to the right direction?
 
"Ah, looks like when I added Ctrl-K for OOS Logging, I broke Ctrl-C for escaping endless AI turns..."

Is this one of the things that will be fixed (or refixed) for 1.23.1? I find this an invaluable tool for the many games that become stuck on the endless AI loop, especially in later eras.
 
Congrats on the release!
One quick question: pollution in the capital city seems too much. Still in the ancient era, and got 7 pollution in a size 6 city. For a total of 15 unhealth (6 from population, 2 from buildings and extra 7 from pollution). Unhealth alone more or less breaks my dissent level, I'm facing an unavoidable civil war originating from my capital. Is pollution working as intended, and the reason it went up that far was a mistake in my play?
Actually I'm not entirely sure how early-game pollution is generated in your cities. Didn't find anything regarding that in the civilopedia under health. Can someone point me to the right direction?

I haven't updated the Health article in pedia yet, I need to. It is working as intended though. The chief source of unhealthiness in the early game is from polluting improvements: mines, workshops, villages/towns. Don't build too many of these until you've got the resources and health-providing buildings in place to support them. Leaving forests intact helps a bit too.

Is this one of the things that will be fixed (or refixed) for 1.23.1? I find this an invaluable tool for the many games that become stuck on the endless AI loop, especially in later eras.

Definitely.
 
I just had a quick question about whether this type of bug has been reported/is common. It seems that since I downloaded the latest version my game will crash on the same turn. No matter how many times I reload, it crashes on the exact same turn and I can't move forward. Is there a quick fix for such or a problem, or is this a common problem? :confused:
 
I just had a quick question about whether this type of bug has been reported/is common. It seems that since I downloaded the latest version my game will crash on the same turn. No matter how many times I reload, it crashes on the exact same turn and I can't move forward. Is there a quick fix for such or a problem, or is this a common problem? :confused:

This is the first report I've received of a repetitive crash in 1.23. Please post the crash log and your saved game and I'll see if I can replicate and/or identify the problem.
 
Sure, both the crash report and the save game should be attached in this post.
 

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Sure, both the crash report and the save game should be attached in this post.

Thanks for these. In order to continue your game, you'll first need to delete your Trebuchet in Gergovia. You're about to lose that city to a civil war and for some reason the game crashes when the Trebuchet there is converted to the rebel civilization. Still trying to figure out why so I can fix it for 1.23.1.

Secondly, by unfortunate coincidence there is also an AI Endless Tun bug (a flaw in BTS itself) on the same turn. Normally I'd just get you to hit Ctrl-C (CMD-C on OS X) to escape from it, but I accidentally broke that keybinding in 1.23. So you'll need to enter worldbuilder and delete the Anasazi Pirate at 30, 39.
 
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